Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Threedee Tales From Urban Bohemia
Search
Vicent Martí
July 07, 2013
Programming
3
880
Threedee Tales From Urban Bohemia
An introduction to 3D graphics on the web using WebGL.
Vicent Martí
July 07, 2013
Tweet
Share
More Decks by Vicent Martí
See All by Vicent Martí
Unicorns Die With Bullets Made of Glitter
tanoku
6
580
My Mom told me that Git doesn't scale
tanoku
28
2.1k
Intergalactic Javascript Robots from Outer Space
tanoku
273
27k
Ruby is Unlike a Banana
tanoku
97
11k
Oh, you're so random
tanoku
14
2.6k
A talk about libgit2
tanoku
11
1.7k
Other Decks in Programming
See All in Programming
Automatic Grammar Agreementと Markdown Extended Attributes について
kishikawakatsumi
0
180
今から始めるClaude Code超入門
448jp
7
7.8k
大規模Cloud Native環境におけるFalcoの運用
owlinux1000
0
260
OCaml 5でモダンな並列プログラミングを Enjoyしよう!
haochenx
0
110
.NET Conf 2025 の興味のあるセッ ションを復習した / dotnet conf 2025 quick recap for backend engineer
tomohisa
0
130
なぜSQLはAIぽく見えるのか/why does SQL look AI like
florets1
0
430
高速開発のためのコード整理術
sutetotanuki
1
370
AI前提で考えるiOSアプリのモダナイズ設計
yuukiw00w
0
220
プロダクトオーナーから見たSOC2 _SOC2ゆるミートアップ#2
kekekenta
0
170
ゆくKotlin くるRust
exoego
1
220
React 19でつくる「気持ちいいUI」- 楽観的UIのすすめ
himorishige
11
5.9k
それ、本当に安全? ファイルアップロードで見落としがちなセキュリティリスクと対策
penpeen
7
2.4k
Featured
See All Featured
Practical Tips for Bootstrapping Information Extraction Pipelines
honnibal
25
1.7k
Beyond borders and beyond the search box: How to win the global "messy middle" with AI-driven SEO
davidcarrasco
1
46
Jamie Indigo - Trashchat’s Guide to Black Boxes: Technical SEO Tactics for LLMs
techseoconnect
PRO
0
54
We Analyzed 250 Million AI Search Results: Here's What I Found
joshbly
1
610
How Fast Is Fast Enough? [PerfNow 2025]
tammyeverts
3
440
AI: The stuff that nobody shows you
jnunemaker
PRO
2
230
Heart Work Chapter 1 - Part 1
lfama
PRO
5
35k
The World Runs on Bad Software
bkeepers
PRO
72
12k
Site-Speed That Sticks
csswizardry
13
1k
Applied NLP in the Age of Generative AI
inesmontani
PRO
4
2k
Ten Tips & Tricks for a 🌱 transition
stuffmc
0
61
Connecting the Dots Between Site Speed, User Experience & Your Business [WebExpo 2025]
tammyeverts
11
810
Transcript
None
3D is hard
We’re building a videogame
We’re building a videogame
None
None
None
(You are being a smartass)
None
WHAT?
WebGL is A JavaScript API to render graphics accessing directly
the GPU
WebGL is not An API for 3D graphics
WebGL is not An OpenGL Wrapper
angle angle OpenGL ES 2.0 to DirectX 9 translation
angle angle OpenGL ES 2.0 to DirectX 9 translation
WHERE?
None
DIV
CANVAS DIV
WebGL context CANVAS “webgl” .getContext(“webgl”) WebGL context the
WebGL context WebGL context(s) a b a.getContext(“webg b.getContext(“webg
WHEN?
DRAW DRAW DRAW DRAW DRAW DRAW DRAW DRAW Not when
you want to
When the browser tells you to.
When the browser tells you to. requestAnimationFrame
BRO WHAT ABOUT DOUBLE BUFFERING
None
Tearing
Buffer A Buffer B
Buffer A Buffer B
Buffer A Buffer B
JavaScript doesn’t execute while the DOM is being rendered!
JavaScript doesn’t execute while the DOM is being rendered!
HOW?
Introducing... Jimmy the Vertex
I’m not looking forward to this...
(x, y, z)
+x +y +z RIGHT HAND REPRESENT
None
None
None
Local Space
World Space
Camera Space
Camera Space
Screen Space
xx xy xz Yx Yy Yz Zx Zy Zz {
} World Space Local Space Model Matrix
xx xy xz Yx Yy Yz Zx Zy Zz {
} Camera Space World Space View Matrix
xx xy xz Yx Yy Yz Zx Zy Zz {
} Screen Space Camera Space Projection Matrix
We could do the matrix operations in JavaScript
We could do the matrix operations in JavaScript BUT WE
DON’T
SHADER is a program that runs on the GPU. SHADER
a
(THAT WAS EASY)
N N It begins with an...
OT JAVASCRIPT N N It begins with an...
GLSL GLSL OpenGL Shader Language
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); }
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } WELL THIS KINDA LOOKS LIKE JAVASCRIPT WELL THIS KINDA LOOKS LIKE JAVASCRIPT
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); }
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } “
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } <script id="fragment-shader" type="x-shader/x-fragment"> </script>
document.getElementById document.getElementById
GLSL GLSL GLSL compile compile compile link
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Perspective Matrix Model View Matrix
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); }
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output Uniforms
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output Uniforms Attribute
None
None
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Passing Uniforms var ptr = gl.getUniformLocation(shaderProgram, "uPMatrix") gl.uniformMatrix4fv( ptr, false, new Float32Array(vertexes));
None
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
cubeVertices = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertices); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER,
cubeVertices); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 Passing Vertices
cubeVertices = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertices); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER,
cubeVertices); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 Passing Vertices
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
Rasterization
None
None
Fragments
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; }
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; } Output
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; } Output Variant
Variants Vertex Shader Fragment Shader
None
None
Color
Color Texture
Color Texture Lighting
Color Texture Lighting Specularity
Color Texture Lighting Specularity Normal Mapping
Color Texture Lighting Specularity Normal Mapping ...
Clear Canvas Load Perspective M atrixes Load O bject M
atrixes Render O bject
None
Three.js https://github.com/mrdoob/three.js A.K.A. use
3D is hard
3D is hard hard to understand
3D is hard hard to understand hard to learn
Hard to get right
But we need to try
None
twitter.com/vmg github.com/vmg
With demos from: http://wagerfield.github.io/flat-surface-shader/ http://lab.aerotwist.com/webgl/surface/ http://www.mrdoob.com/lab/javascript/beachballs/ http://plumegraph.org/